Alpha 17 Experimental B221 bug reporting thread

Hey Survivalist,
We’ve just released Alpha 17 Experimental B221 and could really use your help finding the last remaining big issues.
If you’ve played B208 from our previous experimental post see the fixes below for more info.

As always TFP is interested in all constructive criticism and feedback, but what we're really looking for in this thread are the following:

Show stopping game play bugs (Hopefully with reproduction steps)

Crashes (Try and get reproduction steps and post your output_log.txt files - usually found here: C:\Program Files (x86)\Steam\SteamApps\common\7 Days To Die\7DaysToDie_Data\output_log.txt - directly in your forum post. Note: You will find all output_logs time stamped there, even from old games. You can also attach your zipped up crash dump file too.)

Chunk Generation Bugs. People please give us the coordinates of where they were in the world when they run into a chunk generation error plus the game seed. Copy and pasting the error alone and the output log is not sufficient to help with a fix.

Additionally, you can post balance and feedback in the current Dev diary.We don’t want incompatibility bugs with previous builds so please remember to start a new game with each experimental update.

Here's how to opt in and play the latest experimental branch.

Open your steam client.
1. Click on Games/View Games Library
2. Right click ‘7 Days to Die’ and select properties
3. From the new popup dialogue box select the ‘BETAS’ Tab
4. Under ‘Select the beta you would like to opt into’ latest_experimental

The game will then update and download the latest experimental build Alpha 17 Experimental

Switching back to the latest main stable build is as easy as repeating steps 1-4 and on step 4 choose the option ‘None – Opt out of all Beta Programs’ and you’ll revert to the latest stable build.

your output log files are in C /steamLibrary/steamapps/common/7Daystodie/7daystodiedata/ you will find a list of ol logs, the last one being the most recent.

also when taking a screen shot you can use the debug info, go into dm mode ( Type dm in the console ) Type dm to turn it off again
Press F3, that will bring up the debug overlay, you will need to press f3 twice to close it.
If you use the f3 feature no need for cords in the screen shot as they are in that info.

-Medicine glass cabinets (ones above sinks) seem to be all gone.Not a bug. Work in progress. - Gazz

-Zombies still needlessly attack blocks below them, even when standing right next to them.

-Zombies clip, had some clip through into trader compounds. Edit: Tried to reproduce and noticed the zombies stand on shoulders of other zombies and can jump over trader fence, so there is a good chance that's what happened.

I'd have to agree, I've seen actually a number of POI's which seem to have been 'sunk' into the ground. Especially the trader POIs. This occurs on two different scenarios:

A. Either the POI is sunk when the map is built (maybe map generation issue?)
B. The POI is not sunk on initial map-load, but subsequent map-loads/restarts of the game results in the POI being sunk into the ground.

Did you wipe old saves: Yes
Did you start a new game? Yes
Did you validate your files? Yes
Are you using any mods? No
EAC on or off ? ON

Status: NEW

Bug Description:

Zombies pathing is incomplete, if zombies are in 'walk' mode certain slow zombies will obstruct 'faster' walking zombies. This results in pathing and other issues with either zombies 'jumping' over slower zombies, or them 'spawning' through obstacles.

Crawling zombies on the other hand, don't seem to affect pathing of 'walkers' and either walkers clip-through the crawlers, or they completely obscure them entirely by clipping through the walkers.

Zombies are also still clipping through doors/obstacles and their hit-boxes even appear beyond walls/doors allowing for attacks through certain situations (e.g. zombies attacking door, door is at 50% health, arm/head clips through door, allowing for attacks to the zombie eventhough it should be obstructed by the door).

I'll try to attach screenshots, but honestly this is a pretty common occurrence.

Expected behavior:

Zombie hit-boxes should be used as a 'buffer' zone around the zombie preventing other mobs from either clipping through or force them to path around. Especially during certain 'critical hit anims'. Jumping should only be preserved for static objects.
Edited: Working as expected, per other mods... reformatted into new bug report regarding Zed pathing.

Last edited by ktaufner; 12-12-2018 at 02:11 PM.
Reason: Edited to remove jumping as pathing problem

I know it's a nitpick but wanted to point it out if nobody else noticed it.

I would also like to point out to other linux server admins ... world runs with significantly less memory if you build and change from RWG to the world name it generated in your config file. mine went from a about 20.6G of virtual memory while RWG was running, down to 11.7G after changing the line. Just make sure not to kill the server service till the world file starts up and is running for the first time. (this places the world file into Saves folder if you have that option enabled) The bigger the world size the longer it's going to take to start up.

Did you wipe old saves? Yes
Did you start a new game? Yes
Did you validate your files? Yes
Are you using any mods? No
EAC on or off ? On

Status: NEW

Bug Description: Stamina stops regenerating if you press and hold power attack

Reproduce steps: Spam power attack against any block or zombie. Notice that once you hit 0 stamina, stamina does not regenerate until you release the RMB power attack. This did NOT happen in the last build.

Actual result: Staming does not regen if you hold power attack.

Expected result: Stamina regens if you are holding power attack, and the next attack will occur once your stamina has recovered enough to deliver the attack, just like the last build(s)

Did you wipe old saves? Yes
Did you start a new game? Yes
Did you validate your files? Yes
Are you using any mods? Yes
EAC on or off ?

Status: NEW

Bug Description: Bonus resources no longer given when a resource is destroyed.

Reproduce steps: Chop down a tree with a stone axe. Each hit gives roughly 2 wood. Notice on the last hit, there is no more bonus wood (50-75 on larger trees on previous builds), only the same 2 wood that you got on every other hit.

Actual result: Chopping down trees or destroying full boulders no longer gives a bonus once destroying the whole resource.

Expected result: Bonus resources given on the final destruction blow, like previous builds. Nothing mentioned related to this on the patch notes.

These "bonus resources" are the bug and it's still occurring on my end. - Gazz

Summary: Unable to stack up more than 5 or 6 frames to reach my airdrop on a broken bridge.
Version: a17 b221
Platform: PC
OS/Version: Windows
Game mode, sp(mp host not listed)

Did you wipe old saves? yes
Did you start a new game? yes
Did you validate your files? Yes
Are you using any mods? No
EAC on or off : on

Status: NEW

Bug Description: Can't stack up more than 5 or 6 blocks without the console getting spammed by NullReferenceException: Object reference not set to an instance of an object. leaves me unable to move unless I manage to get below that line of 5 or 6 blocks up from ground level.

Reproduce steps: Build up 5 or 6 blocks and watch the console block you from going higher.

Actual result: I'm unable to get higher than 5 or 6 blocks, leaving me to e unable to get my airdrop as it came down on a broken bridge fragment in a small wasteland biome.

Expected result: I thought I would be able to tower up to the bridge easily with a few wood frames to get my airdrop.

Took a screenshot so you can see my console being flooded and me not being able to do anything about it.

Update: Did some testing and used cheats to fly and found its only a small area around my supply drop causing the error. So I'm wondering if its the supply drop causing it. I managed to get the cords and seed for ya before I got perma stuck in the error by trying to land on the bridge:
World: Zuhehi Territory
Seed: Survival
Coordinates: -2362 58 -1841